Processing Route Data
Although we won’t be looking at the transition between route planning and route driving quite yet, in the big picture of where things stand, generating a route is an integral piece of the Space-Truckers gameplay. In this chapter, we’re going to stick with the previous practice of taking a brief detour into a tangential topic – in this case, that topic will be spiffing up the Sun rendering with some Particle Systems.
Following our detour into particle systems, we’ll dive straight into how to capture, crunch, and consolidate the data from route planning into a rich set of encounters based on location, which will then drive player challenges in the next phase.
What makes this all possible is a technique that has its roots in the earliest days of the RPG – when dark Dungeons filled with dangerous Dragons saw players rolling dice against encounter tables that would determine their fate. The encounter tables for Space-Truckers...